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101.
GasSourceMolecularBeamEpitaxyGrowthofSi1-xGex/SiAloysLiuXuefeng,LiJianpingandSunDianzhao(刘学锋)(李建平)(孙殿照)MaterialScienceCenter...  相似文献   
102.
胡淑娥  于海龙 《轧钢》2003,20(4):21-24
采用Gleeble-1500热模拟试验机测试了2种微合金钢(Al、Al V)经1150℃加热、20%压缩变形条件下的显微组织状态,结果表明,Al、V复合强化的试验钢以2℃/s速度冷却时,钢中出现针状铁素体。冷却速度为5℃/s时出现贝氏体,而Al强化钢中出现针状铁素体的冷速要达到5℃/s,因此建议生产含V钢时冷速控制在1~5℃/s。  相似文献   
103.
鉴于一起220 k V变压器油气在线监测装置的报警故障,对变压器油的色谱数据进行了分析,对2号主变压器进行吊罩检查,结果表明:故障因变压器梯级绝缘垫块结构设计存在缺陷,在运行中逐步造成垫块松动、脱落所致,并提出了处理措施。  相似文献   
104.
Droplet-based microfluidic allows high throughput experimentation in with low volume droplets. Essential fluidic process steps are on the one hand the proper control of the droplet composition and on the other hand the droplet processing, manipulation and storage. Beside integrated fluidic chips, standard PTFE-tubings and fluid connectors can be used in combination with appropriate pumps to realize almost all necessary fluidic processes. The segmented flow technique usually operates with droplets of about 100–500 nL volume. These droplets are embedded in an immiscible fluid and confined by channel walls. For the integration of segmented flow applications in established research workflows—which are usually base on microtiter plates—robotic interface tools for parallel/serial and serial/parallel transfer operations are necessary. Especially dose–response experiments are well suited for the segmented flow technique. We developed different transfer tools including an automated “gradient take-up tool” for the generation of segment sequences with gradually changing composition of the individual droplets. The general working principles are introduced and the fluidic characterizations are given. As exemplary application for a dose–response experiment the inhibitory effect of antibiotic tetracycline on Escherichia coli bacteria cultivated inside nanoliter droplets was investigated.  相似文献   
105.
软件错误报告的自动分类能够节省大量人力和时间,然而用户提交的错误报告主观性较强,对错误报告的描述较随意,造成自动分类的效率低下。为此,基于传统的词频-逆向文件频率( TF-IDF )算法,结合文档内词条频度与词条在同类别及不同类别文档中的分布情况,提出2种特征降维的改进算法,降维后再对词条进行权值处理,进一步提高特征降维的效果。实验结果表明,应用该算法得到的错误报告自动分类在精确率、召回率、F1值和准确度等指标上比现有算法都有明显提高。  相似文献   
106.
This paper considers the numerical solution of linear generalized Nash equilibrium problems (LGNEPs). Since many methods for nonlinear problems require the nonsingularity of some second-order derivative, standard convergence conditions are not satisfied in our linear case. We provide new convergence criteria for a potential reduction algorithm (PRA) that allow its application to LGNEPs. Furthermore, we discuss a projected subgradient method (PSM) and a penalty method that exploit some known Nikaido–Isoda function-based constrained and unconstrained optimization reformulations of the LGNEP. Moreover, it is shown that normalized Nash equilibria of an LGNEP can be obtained by solving a single linear program. All proposed algorithms are tested on randomly generated instances of economic market models that are introduced and analysed in this paper and that lead to LGNEPs with shared and with non-shared constraints. It is shown that these problems have some favourable properties that can be exploited to obtain their solutions. With the PRA and in particular with the PSM we are able to compute solutions with satisfying precision even for problems with up 10,000 variables.  相似文献   
107.
There has been a growing interest in applying human computation – particularly crowdsourcing techniques – to assist in the solution of multimedia, image processing, and computer vision problems which are still too difficult to solve using fully automatic algorithms, and yet relatively easy for humans. In this paper we focus on a specific problem – object segmentation within color images – and compare different solutions which combine color image segmentation algorithms with human efforts, either in the form of an explicit interactive segmentation task or through an implicit collection of valuable human traces with a game. We use Click’n’Cut, a friendly, web-based, interactive segmentation tool that allows segmentation tasks to be assigned to many users, and Ask’nSeek, a game with a purpose designed for object detection and segmentation. The two main contributions of this paper are: (i) We use the results of Click’n’Cut campaigns with different groups of users to examine and quantify the crowdsourcing loss incurred when an interactive segmentation task is assigned to paid crowd-workers, comparing their results to the ones obtained when computer vision experts are asked to perform the same tasks. (ii) Since interactive segmentation tasks are inherently tedious and prone to fatigue, we compare the quality of the results obtained with Click’n’Cut with the ones obtained using a (fun, interactive, and potentially less tedious) game designed for the same purpose. We call this contribution the assessment of the gamification loss, since it refers to how much quality of segmentation results may be lost when we switch to a game-based approach to the same task. We demonstrate that the crowdsourcing loss is significant when using all the data points from workers, but decreases substantially (and becomes comparable to the quality of expert users performing similar tasks) after performing a modest amount of data analysis and filtering out of users whose data are clearly not useful. We also show that – on the other hand – the gamification loss is significantly more severe: the quality of the results drops roughly by half when switching from a focused (yet tedious) task to a more fun and relaxed game environment.  相似文献   
108.
In this paper we address the safety analysis of chemical plants controlled by programmable logic controllers (PLCs). We consider a specification of the control program of the PLCs, extended with the specification of the dynamic plant behavior. The resulting hybrid models can be transformed to hybrid automata, for which advanced techniques for reachability analysis exist. However, the hybrid automata models are often too large to be analyzed. We propose two counterexample-guided abstraction refinement (CEGAR) approaches to keep the size of the hybrid models moderate.  相似文献   
109.
110.
在多用户MIMO系统下行链路中,块对角化(Block diagonalization, BD)预编 码算法的和速率性能要优于匹配滤波算法(Matched filter, MF)和迫零算法(Zero forc i ng, ZF)。然而,传统的BD算法利用矩阵分解来构造除当前用户的其他所有用户信道的零空 间,需要O(N2)浮点运算次数(Float point operations, FLOPs)。当 基站的天线数N趋向于大规模时,BD算法计算复杂度巨大。本文 提出一种基于投影子方法构造其他用户合成信道的零空间的BD算法,该算法仅需O( N)FLOPs。仿真表明:同传统的BD算法相比,本文所提出的低复杂度BD算法显著地降低 了实现复杂度,而和速率性能损失微小,仍然优于MF和ZF,并且当N趋 向于大规模时,它的和速率性能趋向于传统的BD算法和SVD算法。  相似文献   
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